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Type: Posts; User: JoeDoe

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  1. Replies
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    Re: Shadow Volumes FPS cost

    A lot of optimizations is needed:
    VBO, geometry shaders, volume caching, clipping, scissoring,
    low-poly or hull models, early stencil rejection etc.
  2. Thread: GLSL vs CgFX

    by JoeDoe
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    Re: GLSL vs CgFX

    display lists are deprecated in GL 3.0.
  3. Thread: C++ wrapper?

    by JoeDoe
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    Re: C++ wrapper?

    :) Go here:
  4. Replies
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today

    Yes, new API may help Linux to become a far more popular OS, because games which supported OpenGL 3.0 render can run well on this OS. Thus a whole Linux community receive nothing with this GL "3.0"...
  5. Thread: State Objects

    by JoeDoe
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    Re: State Objects

    For D3D10, some HW can convert immutable state object into chunk of command buffer (at creation time), and push it to the GPU when application bind this state object to pipeline. On some HW even...
  6. Thread: OpenGL 3.1

    by JoeDoe
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    Re: OpenGL 3.1

    As for me, structures are easier to use, probably a few harder to extend, but possible. In what languages structures are unavailable? I know C/C++, Pascal, C#, Java all used structs. To avoid...
  7. Thread: OpenGL 3.1

    by JoeDoe
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    152,890

    Re: OpenGL 3.1

    modus, it's pleasant that you are familiar with D3D10. Yes, i've found that it design is very pretty and want to see some of it decisions in OpenGL, rather than crappy glVertexAttribPointer() and...
  8. Thread: OpenGL 3.1

    by JoeDoe
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    152,890

    Re: OpenGL 3.1

    Xmax, please post some "real" examples about extensions for vertex attributes layout. It stay unchangeable in OpenGL for decade, except that glVertexAttribPointer() entry replace and generalize all...
  9. Thread: OpenGL 3.1

    by JoeDoe
    Replies
    95
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    152,890

    Re: OpenGL 3.1

    This is not a structure of vertex itself, it's just a description of attributes layout, so no issues with alignment.
  10. Thread: OpenGL 3.1

    by JoeDoe
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    152,890

    Re: OpenGL 3.1

    How often you reconfigure your FBOs? Sure, FBO should be immutable object. Why we need all this entry points like glFramebufferTexture2DEXT/3DEXT etc if we can define a structure?

    Draft minds:
    ...
  11. Thread: OpenGL 3.1

    by JoeDoe
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    152,890

    Re: OpenGL 3.1

    Since OpenGL 1.0 API become too fat, look at EXT_direct_state_access :( It's nightmare.

    With right decisions, C-structs are extensible too. Like this:

    struct GL4_VERTEX_STRUCTURE_ELEMENT_DESC1...
  12. Thread: OpenGL 3.1

    by JoeDoe
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    152,890

    Re: OpenGL 3.1

    "gl4" is just separate C-style namespace for new version. And I'm not sure that numerous entry points are better than some structs :(
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    Re: Curious to who is sticking with OpenGL now...

    I'll switch to D3D10, OpenGL stay for second renderer only.
  14. Thread: OpenGL 3.1

    by JoeDoe
    Replies
    95
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    152,890

    Re: OpenGL 3.1

    May be look like this:

    struct GL4_VERTEX_STRUCTURE_ELEMENT_DESC
    {
    GL4char *Semantic;
    GL4uint SemanticIndex;
    GL4_FORMAT Format;
    GL4uint InputSlot;
    GLuint ByteOffset;
    // etc
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    Re: GL_EXT_Program_Data_Object

    gl4ShaderSource( ... );
    gl4CompileShader( ... );
    gl4GetShaderBlob( ... );
    Save();
    ...
    Load();
    gl4ShaderBlob( ... );
  16. Replies
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    Re: OpenGL 3 Updates

    Probably OpenGL 3.0 make Linux and Mac OS more attractive to developers, and Linux will be more popular than now. Also, GL3 may better fit for PS3 like hardware. Also, what about GL3 on mobile...
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    Re: OpenGL 3 Updates

    Probably it is better to redesign OpenGL 3.0, even for one-year delay, rather then make it clumsy... But absent of information is strange for us.
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    Re: OpenGL 3 Updates

    It's will be interesting - to compare slides from one year to another, and so on :)

    What about f..ked 30-day approval period?
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    Re: OpenGL 3 Updates

    Interestingly enough, do we see an explanation about one-year delay of the new API, just like post-mortem, or this is never be disclosed to community? What about future evolvement of OpenGL API,...
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    Re: OpenGL 3 Updates

    Do you really think that there is a finished specs that will be made available with NVidia hardware implementation right after Siggraph? What about conformance tests, SDK samples, headers and libs...
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    Re: OpenGL 3.0 has glColor glNormal commands?

    I advocate the idea of immediate mode for simple drawing of full-screen quads, triangles or some kind of geometry like schematic drawing of my cameras, b-boxes, scissor rectangles and other stuff of...
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    Re: OpenGL 3 Updates

    As for me, I would like simple drawing mechanism via glBegin/glVertex2(3)/glEnd. It's very convenient way for drawing, for example, fullscreen quad with texture on it. I do not like an idea, that I...
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    Re: Early Stencil Rejection

    Today I've found that using early tests in windowed framebuffer before FBO disables early stencil rejection in FBO. And vice versa, using early tests in FBO beforce tests in windowed framebuffer...
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    Re: Early Stencil Rejection

    Look at my post:
    http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=3;t=015399

    I'm currently adopt the Penumbra Wedges algorithm and performance don't satisfy me. I've...
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    Re: Which extensions affect early-z behavior?

    Some time ago i found that my algorithms didn't receive any speedup on GF 6600, if I try to use stencil mask to prevent execution of very expensive fragment shader. Finally, after the many troubles,...
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